Just updated the INI for the Sep 15 SCI in preparation for another quick experimental - I'll check the inventory issue before building it.

I haven't implemented the new merchant thing, though I thought I don't think I have any conflicting files with the v1.13 ones (though this in itself may cause problem as the indexes are usually not the same).

A .300BLK HK53 isn't really a Sci-fi item, though seems to be one of those semi-low production things. See: http://brethrenarms.com/product/ba300/ It has also been something I've been thinking of adding for a while, so it too will be in the next patch - one way conversion however so once you produce your "HK 300A2/A3" you're stuck with it. Another AR variant on the other hand is a no.

I don't know if this is AFS related but the game always crash whenever i enter bloodcat lair:

Got the same bug with their lair. Using the SCI Unstable revision 8270 with AFS 4.50 + 4.50.1 patch. Didn't quite help with the Onin's advice about dropping the sleeping rolls (simply didn't have ones). Instead I managed to get into that sector on foot, moving from the western border to northern one and entering at dusk (9~10 p.m.). Tried different combinations - moving from western square straight in at that time, cheat-teleporting there at 6-7 p.m. from northern sector etc. As far as I can see, crash happens when bloodcats start their turn.

Thanks, I'll try that as soon as I finish this run. By the way, there is a couple of questions, if you guys don't mind.

1. I've spotted a few .ini files in the folder, which are 'USA', 'Tac-Rails and more' etc. What's their difference from the ordinary 1.13 AFS .ini file? Enemy drop lists?

2. Are there a few items missing in the last "official" release of AFS? For example, when I was browsing BR shop with both quality and quantity set at 10x, I didn't see neither Vyhlop, nor Gsh-18 (which was listed as one of the guns that fits in the Russian LBE holster, alongside with PB), nor AK-12 series. Is that a glitch, or some items must still be found on the field?

3. Sometimes there is no effect with using the tool kit on the item to restore its default attachment. Like G11 or AUG. How can they be restored? Or should I simply look for "full" ones and try not to lose them?

4. Something seems to be wrong with new features. As far as I can see from the forum, Flugente implemented Jeeps as an additional vehicle for the army. When I just took Drassen, the swamp had two patrols with tanks. Tanks at about 5-10% of game progress. A bit too rough for a game start. I thought that those should have been Jeeps, but I haven't yet seen even one, only a dozen or two tanks. And my .ini settings only allowed Jeep at 35% game progress, tanks at 50%. I have no clue how that happened. (though it was fun using the RLG for the first time)

5. Last, but not least. SKS and Bazooka. SKS with a kit behaves oddly. Every time I change magnification of the dual-mode sight on it, the retractable stock simply falls out to the merc's inventory. If there is space. Bazooka. Bought it from Tony and fixed to the 100 condition and nobody complained that the gun's broken or something. It simply doesn't seem to know that it is a rocket launcher at all. Just the ? sign when I tried to shoot the tank.

1. I've spotted a few .ini files in the folder, which are 'USA', 'Tac-Rails and more' etc. What's their difference from the ordinary 1.13 AFS .ini file? Enemy drop lists?

Yup, enemy and militia equipment lists, AFAIK.

Yfrite wrote on Sat, 08 October 2016 21:12

2. Are there a few items missing in the last "official" release of AFS? For example, when I was browsing BR shop with both quality and quantity set at 10x, I didn't see neither Vyhlop, nor Gsh-18 (which was listed as one of the guns that fits in the Russian LBE holster, alongside with PB), nor AK-12 series. Is that a glitch, or some items must still be found on the field?

Not sure, but generally, not all items are available on BR and even if they are available, they might be out of stock at that moment.

Yfrite wrote on Sat, 08 October 2016 21:12

4. Something seems to be wrong with new features. As far as I can see from the forum, Flugente implemented Jeeps as an additional vehicle for the army. When I just took Drassen, the swamp had two patrols with tanks. Tanks at about 5-10% of game progress. A bit too rough for a game start. I thought that those should have been Jeeps, but I haven't yet seen even one, only a dozen or two tanks. And my .ini settings only allowed Jeep at 35% game progress, tanks at 50%. I have no clue how that happened. (though it was fun using the RLG for the first time)

Combat jeeps appearing from the start seems to be general 1.13 issue at the moment. Those patrols you see moving around sporting that tank icon contain combat jeeps probably, there is no special icon just for jeeps. Tanks seem to "respect" ini settings about when should they appear in patrols, or at least I haven't seen a tank yet in those early patrols. Tanks might be able to appear earlier as part of counter attacks, so that might be it, if you took over all of Drassen.

Yfrite wrote on Sat, 08 October 2016 21:12

5. Last, but not least. SKS and Bazooka. SKS with a kit behaves oddly. Every time I change magnification of the dual-mode sight on it, the retractable stock simply falls out to the merc's inventory. If there is space. Bazooka. Bought it from Tony and fixed to the 100 condition and nobody complained that the gun's broken or something. It simply doesn't seem to know that it is a rocket launcher at all. Just the ? sign when I tried to shoot the tank.

Did you put an appropriate missile in your Bazooka? AFAIK, Bazooka is just a launcher, without "ammo" it is basicaly an expensive club there are some one shot launchers like LAWs that always come with a rocket inside and turn into trash when used, all other launchers need to be supplied with their rockets

Not sure, but generally, not all items are available on BR and even if they are available, they might be out of stock at that moment.

I noticed that Tony had the Pallad-M some time later, while BR never even had a glimpse of it, only the ammo. Just what I didn't quite get yet - is that 10x setting showing only most of the stuff, not all of it that can be seen at the shop?

Quote:

Combat jeeps appearing from the start seems to be general 1.13 issue at the moment. Those patrols you see moving around sporting that tank icon contain combat jeeps probably, there is no special icon just for jeeps. Tanks seem to "respect" ini settings about when should they appear in patrols, or at least I haven't seen a tank yet in those early patrols. Tanks might be able to appear earlier as part of counter attacks, so that might be it, if you took over all of Drassen.

The problem is, that even though Jeeps are enabled in my .ini, I only met tanks. And when I first saw the icon at the strategic map, I hoped that it would be anything but tanks. Alas, those were they. And I stumbled at them right after securing first two sectors of Drassen - was looking for Skyrider and didn't want the counterattack to begin just yet, so Drassen technically was not taken. And those were the ordinary patrols, strolling back and forth between Drassen and SAM site. Add to that - sometimes in the strategical view it shows that there is a tank in the battle, but the battle ends with killing all the infantry, no armor seen. Not even the remains of it, like if it makes a suicide when running over a couple of barrels or something. Weird things, must I say.

Quote:

Did you put an appropriate missile in your Bazooka? AFAIK, Bazooka is just a launcher, without "ammo" it is basicaly an expensive club there are some one shot launchers like LAWs that always come with a rocket inside and turn into trash when used, all other launchers need to be supplied with their rockets

I got a few dozens of them from Tony And it would be rather funny if I really forgot about loading the Bazooka, hoping it to go as the ordinary one-use-LAW, but at that moment I was shocked - sending Grizzly all alone at night to deal with a lone tank that was left from one of the patrols after their meeting with a squad of militia and getting into trouble instead. I tried loading different rockets (thought that maybe one of them had the condition of 70% and thus was a junk) but nothing helped - the ? sign still blinked. Luckily, my trick with throwing the rockets under the tank and blowing them up with M79 shot worked, but that was the only use for all that shi... stuff I bought and repaired (3 Bazookas and a few dozens missiles). My guess is that maybe something was wrong with the XML file. Because otherwise, judging from the way other grenade launchers and rocket launchers behave, it should have blinked with a grey ammo icon when attempting to fire from it and not having corresponding ammo. But I only get the ?, no matter if it is loaded with proper rockets or not loaded at all.

OK, so i gave it a try, installed clean 8301 and latest AFS, gave myself a metric shitton on moneyz and ran around randomly so far I found 7 "tank" patrols, every single one had a combat jeep. Bought some M6A1 bazooka rockets from Tony (but no Bazookas in inventory, had to find Devin), and it works normally (although my rockets were not in great condition), just took out last combat jeep i found with it....

OK, so i gave it a try, installed clean 8301 and latest AFS, gave myself a metric shitton on moneyz and ran around randomly so far I found 7 "tank" patrols, every single one had a combat jeep. Bought some M6A1 bazooka rockets from Tony (but no Bazookas in inventory, had to find Devin), and it works normally (although my rockets were not in great condition), just took out last combat jeep i found with it....

So, probably a borked install, or something very weird is going on

Well then... guess now I know that the problem is in my own crooked hands Thanks a lot for the testing run.

I haven't meet any tanks nor jeep yet, and i have conquered 2 towns alredy, i'm using a very slow game progression, in my game i'm at 22% progression and jeep should appear at 50%, while tanks at 60%, so it's all in order for now.

in afs there is some tanks,but in my instali encouter mostly cpc[combat car patrol- armed jeeps],most handgun & submachineguns are phased out of game,they cant do anything against armored car,some pistols in pdw caliber & some pdw/machinepistols are ok to deal with cpc emeny,you need an ar [minimal in 5.56x45 caliber],it is a suprise but shooting on cpc emeny from gun in .223 caliber is useless

Not meet any jeeps or tanks even with progress appearing = 0 in both jeeps and tanks.not in patrols or attacks.Insane difficulty,very slow progress.Quick testing till 50 point in overall progress.No any enemy vehicle appear

1.Serve the public trust
2.Protect the innocent
3.Uphold the law(c)Robocop

It looks like if ASD_ACTIVE = FALSE (the default in Ja2_Options.ini) the parameters JEEP_MINIMUM_PROGRESS and TANK_MINIMUM_PROGRESS have no effect at all. They are only used in ASD. I guess this has to be fixed. Btw. I can confirm that jeeps appear at 0 game progress. I found that out during some test run for another feature where I met a jeep right after securing Omerta A9. It's not a bug of AFS at all.

As of r8318 enemy jeeps and tanks will only be assigned to patrols if ASD_ACTIVE is TRUE in Ja2_Options.ini. This is a slight change to the pre-combat jeep behaviour where tanks could show up even if ASD was off. So if you want jeeps and tanks in enemy patrols you will have to enable ASD from now on.

AFS Full Experimental 7 4.6x
All of the variable scopes have the description ***please remove first before swapping optics*** and their magnification level is now fixed.
Tacticool SKS kit description says about 30 round magazine, while the gun still has 10 rounds mag.
(Not a bug really, but still) At BR shop all of the new stuff like .300 BLK receivers and guns, FB MSBS, Norinco pistols etc. show up at the beginning, despite the usual alphabetical order.
FB MSBS 556B Lower appears at Heavy Weapons tab.

A quick addition
3GL Underslung Metal Storm Launcher has a invalid size it seems, for it can only be attached to certain weapons and dropped in sector inventory, other than that it won't fit into any container or LBE or even vehicle inventory.

AFS Full Experimental 7 4.6x
All of the variable scopes have the description ***please remove first before swapping optics*** and their magnification level is now fixed.
Tacticool SKS kit description says about 30 round magazine, while the gun still has 10 rounds mag.
(Not a bug really, but still) At BR shop all of the new stuff like .300 BLK receivers and guns, FB MSBS, Norinco pistols etc. show up at the beginning, despite the usual alphabetical order.
FB MSBS 556B Lower appears at Heavy Weapons tab.

Yfrite wrote on Wed, 19 October 2016 14:24

A quick addition
3GL Underslung Metal Storm Launcher has a invalid size it seems, for it can only be attached to certain weapons and dropped in sector inventory, other than that it won't fit into any container or LBE or even vehicle inventory.

I haven't had time to take a close look but:
1) "***please remove first before swapping optics***" that is an old instruction that should have been removed. Variable scopes are no longer an item transformation, but instead use the scope modes feature toggled by the . (period) key.
2) I'll look at the Tacticool SKS some time this weekend
3) New items appearing at the beginning of Bobby Ray's is a consequence of not starting a new game after items have been added.
4) I do not want the 3GL Underslung launcher to fit shorter weapons so that part is normal, however there is a bug in the pockets XML.

I'm running this on build 8338 in an 800x600 window, non win98 compatibility, on windows 8; as soon as the 'sir-tech' loading screen appears, it's accompanied by a wall of errors followed by a crash. Did I fuck something up? What ini should I be running to make it work?

I'm running this on build 8338 in an 800x600 window, non win98 compatibility, on windows 8; as soon as the 'sir-tech' loading screen appears, it's accompanied by a wall of errors followed by a crash. Did I fuck something up? What ini should I be running to make it work?

Usual JA2 v1.13 troubleshooting questions:

1) Does Stock v1.13 work?

2) What is the full install path of your v1.13?

3) Are you running "Arulco Folding Stock Full Experimental 9 v4.6x 20161109" or the last (and now very out of date) "Official" release of AFS (v4.5 something)?

For the INI's, I did some quick tests of all the "AFS" INI's included in each release and they all work. The different INI's govern the type of weapons your mercs will be against (and potentially picking up off the battlefield).

Now onto adding the new voice tag to the UC-1.13 MercProfiles.XML, I can't simply copy the file from v1.13. I'm travelling tomorrow, so I didn't have much time to test, most of the fixes were ready to go a week ago, though with the voice changes I'm glad I procrastinated till the beginning of my vacation.

While you cannot simply copy over the file, you can apply the necessary changes to MercProfiles.xml very quick using regular expressions:

Flugente wrote on Sat, 14 January 2017 21:50

As it is highly likely a modder would like to add the new tag to his highly modified MercProfiles.xml, without having to manually insert and edit that stuff 255 times - you can use regular expressions with Notepad++. In the edito, press [Ctrl] + [H], seach for <ubFaceIndex>(.)</ubFaceIndex> and replace it with <ubFaceIndex>\1</ubFaceIndex>\n<usVoiceIndex>\1</usVoiceIndex> while the option regular expessions is ticked on. Then replace all in the file, this will create the new tags. The (.) part searches for one symbol and stores it, \1 then places that previously stored symbol. You then need to repeat that with (..) and (...), of course.

Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Thanks Flugente, I'll give that a try for DL-1.13 and the "Old Maps" MercProfiles.XML's next week - I actually just finished manually inserting the line and doing a quick test. Uploading the UC-1.13 Exp/RC right now.

One other thing - there is something weird going on with FB MSBS 556 Upper and Lower Receivers. I cannot combine them like other M4/16 AR rifles

The 556 MSBS are not simple mergers, you must first attach to the Upper either a Barrel or a Lower. Attaching the remaining component will trigger the merger.

I'll check Tony's inventory before the next release.

Sorry about the slow pace, many other things to do recently...

AmmoTypes.XML needs to be updated (the XMLEditor invisible one in ...Data-Graphics\TableData\Items ), so far:

replace <canGoThrough>1</canGoThrough> with new <usPiercePersonChanceModifier>1</usPiercePersonChanceModifier>
replace <canGoThrough>0</canGoThrough> with new <usPiercePersonChanceModifier>0</usPiercePersonChanceModifier>

Above will need refinement, but for now the change can be done with Notepad++ or other editor. Remember it is the XML in Data-Graphics - it has the highest priority and is not modified by the XMLEditor so the changes will not crash the XMLEditor and the XMLEditor will not undo the upgrades.

Now onto adding the new voice tag to the UC-1.13 MercProfiles.XML, I can't simply copy the file from v1.13. I'm travelling tomorrow, so I didn't have much time to test, most of the fixes were ready to go a week ago, though with the voice changes I'm glad I procrastinated till the beginning of my vacation.

Now onto adding the new voice tag to the UC-1.13 MercProfiles.XML, I can't simply copy the file from v1.13. I'm travelling tomorrow, so I didn't have much time to test, most of the fixes were ready to go a week ago, though with the voice changes I'm glad I procrastinated till the beginning of my vacation.

I'm not able to replicate the crash, though I'm on SCI_Unstable_Revision_8508_on_GameDir_2399 - it's about time I update AFS anyways so please standby for a somewhat tested Experimental in a few days.

I accidentally erased the documentation files a few months ago and have been trying to build up the motivation to produce a non-experimental (ie. my excuse for not fully testing) "2017" version of the mods, maybe 2018 at this rate...

EDIT: just realized I contradicted myself with the "fully tested Experimental"

Sorry everyone, the v1.13 Silhouettes.sti overwrote my one and I only discovered it while working on UC-1.13. Here is the "b" upload of Experimental 11, the only change being the fixed file and some edits to the PDF.

not sure if it is bug of vanilla or AFS. When enemy under suppression it uses cover animation, then if you continue auto fire, enemy stands and stays straight.
once enemy soldier raised his weapon and aimed to a ground. Screenshot attached
UPD: Tec-22 and Umarex 416 Pistols have AP to raise weapon 18 Bug?

another set of findings.
current/max progress 86/87, it almost end of the game. Progress speed Normal, BR quantity/quality = 2x (Great), Tons of Guns
1) I did not see Trigger group attachment. Has it been removed?
2) Some ARs do not have attachment slot for Optics (AR70/90, Sig SG542 (7.62), AR-18 (.223), Valmet M82 (5.56)
3) Bobby Ray's Used Items stopped selling newer Items, it seems that progress stopped at the beginning of the game (there are no modern AR's even no AK47, just pistols, early shotguns and 22 LR weapons
4) Some receivers in wrong section of BR (see attachment)

another set of findings.
current/max progress 86/87, it almost end of the game. Progress speed Normal, BR quantity/quality = 2x (Great), Tons of Guns
1) I did not see Trigger group attachment. Has it been removed?
2) Some ARs do not have attachment slot for Optics (AR70/90, Sig SG542 (7.62), AR-18 (.223), Valmet M82 (5.56)
3) Bobby Ray's Used Items stopped selling newer Items, it seems that progress stopped at the beginning of the game (there are no modern AR's even no AK47, just pistols, early shotguns and 22 LR weapons
4) Some receivers in wrong section of BR (see attachment)

1) ACME Trigger Group is a Coolness 4 / Sci-fi item. Do you have Sci-fi flipped on?
2) If I remember correctly, those rifles are iron sights only.
3) A lot of newer (nonSci-fi) stuff is not buy able used, though older stuff and rare prototypes should be appearing though many of the later are flagged as Sci-fi.
4) Yeah that doesn't look right, at a glance those should be under the AR tab.

EDIT: 4a) the MSBS receivers seem to be missing a <ubWeaponType>, meaning it is treated as 0. I think adding <ubWeaponType>6</ubWeaponType> should fix those.

1) ACME Trigger Group is a Coolness 4 / Sci-fi item. Do you have Sci-fi flipped on?
2) If I remember correctly, those rifles are iron sights only.
3) A lot of newer (nonSci-fi) stuff is not buy able used, though older stuff and rare prototypes should be appearing though many of the later are flagged as Sci-fi.
4) Yeah that doesn't look right, at a glance those should be under the AR tab.

EDIT: 4a) the MSBS receivers seem to be missing a <ubWeaponType>, meaning it is treated as 0. I think adding <ubWeaponType>6</ubWeaponType> should fix those.

oh. You are right, I turned off SciFi. if i change Trigger Group setting in xml to nonScifi, do I need to start new game or it will appear few hours later ingame?
By the way BR do not sell neither G11, nor ammo for it 4.7x33, as well as Gyrojet Pistol and the other hi power pistol I do cannot recall it's name

UPD. i looked at items.xml. G11 marked as Scifi item, although Mike had this gun and some ammo for it.
fumble pack, Krinkov and lot of other stuff are marked as Scifi item. That's weird.
Still Used items should appear. I changed some tags. I hope this will help

UPD. i looked at items.xml. G11 marked as Scifi item, although Mike had this gun and some ammo for it.
fumble pack, Krinkov and lot of other stuff are marked as Scifi item. That's weird.
Still Used items should appear. I changed some tags. I hope this will help

The usage of "Sci-fi" in my mods includes, but is not limited to, very very rare (G11?), prototypes (G11 again?), and fictional/fakes ("Krinkov").